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878555 Posts in 32927 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 06:53:14 AM
TIGSource ForumsDeveloperFeedbackDevLogsOnce Upon Time, Thing Happen
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Folmer
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« Reply #15 on: April 06, 2012, 04:25:09 AM »

Oh, I badly write my thought (I'm not an english native speaker), sorry... I was focused on the "visual feedback": as instance, if you look at Dustforce, the main sprite "changes" when it is on a wall, so the player has a "feeling" that he is on a wall and can do a wall jump. I am sorry, I can't explain it better. Sad Anyway, it is just a feedback from me as a player. Smiley

Hey no worries dude, I totally get what you're saying now. It's a good point, too Smiley
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Squid Party
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Oh hi mark.


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« Reply #16 on: April 06, 2012, 05:49:18 AM »

Awesome game! the controls are really tight Smiley I am loving the art style, the graphics are cute.My Only reservation is that when you jump, the character sprite doesn't change into an appropriate jumping stance, Can't wait for the full game!!!
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Folmer
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« Reply #17 on: April 06, 2012, 07:49:27 AM »

Awesome game! the controls are really tight Smiley I am loving the art style, the graphics are cute.My Only reservation is that when you jump, the character sprite doesn't change into an appropriate jumping stance, Can't wait for the full game!!!

Thanks! I'll see what I can come up with for both a jump animation and a when-on-wall anim.
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Squid Party
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Oh hi mark.


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« Reply #18 on: April 06, 2012, 10:10:40 AM »

Awesome game! the controls are really tight Smiley I am loving the art style, the graphics are cute.My Only reservation is that when you jump, the character sprite doesn't change into an appropriate jumping stance, Can't wait for the full game!!!

Thanks! I'll see what I can come up with for both a jump animation and a when-on-wall anim.

That would make it even better!   Smiley
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Folmer
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« Reply #19 on: April 06, 2012, 03:31:47 PM »

I managed to do a couple of small things today that are only worth mentioning because they mostly came from suggestions in this thread:

- Made a jump animation
- Made a when-on-wall animation
- killed the blinking scanlines. Turns out no matter how much you tune that stuff down, some people still go nuts over the flashing.

Oh and one last thing, the idea of gaining jump abilities in each chapter has now turned into "every chapter has elements that influence the jumps" rather than changing the character's abilities altogether. The gravity switching in chapter 2, for example, will be triggered by switches throughout the levels. It'll have to be done that way because otherwise we're going to end up with an extremely complicated character to control.

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Garlicguy
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« Reply #20 on: April 06, 2012, 04:47:56 PM »

Cool Beans, the stylized look is awesome and the controls work well.

but I must say the game does nothing new as far as game-play, its pretty basic reminds me alot of super meat boy, I know its still just a demo though.

I think this game has much potential.
   

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Folmer
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« Reply #21 on: April 07, 2012, 02:54:28 AM »

but I must say the game does nothing new as far as game-play, its pretty basic reminds me alot of super meat boy, I know its still just a demo though.

In all honesty, don't get your hopes up if you're looking for something new when it comes to gameplay. I'm hoping to explore certain mechanics in-depth, but none of those mechanics are anything unique. 
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